The following is a list of status effects found in the 2D versions of Final Fantasy IV. The status description that is displayed during battle is the one that has the greatest priority. The list here starts with the status that has the greatest priority and continues with the ones with the least priority unless otherwise specified, a player cannot inflict a status with a lower priority on a target that has a status of higher priority.

For example, Pig cannot be inflicted on a target that has Toad status because of the status priority. However, Toad can be inflicted on a target that has the Pig status.

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KO is a permanent status, it can only be removed by using Raise, Arise, Phoenix Down, Asura with her multi-target Raise. This status has the highest priority, and when set. It means HP is equal to 0, the character will be unable to take any action because the ATB bar will not increase. When inflicted on enemies, they will die and disappear when this status is afflicted on them.

This can be inflicted by the status attacks of Deathbringer, the Death spell, and when Doom's countdown timer reaches 0, or simply reducing the target's HP to 0. The KO status has the following properties. Physical attacks on a target that has KO are automatically re-targeted, and magical attacks on such a target are not re-targeted unless it was on a single target. Having this status counts as dead for determining a game over. This status will effectively remove all other statuses except for Toad, Mini, Pig, Blind, Silence, and Float.

Petrify is a permanent status, it can be removed by using Esuna and Gold Needle. When set, the ATB bar does not increase and the character is effectively frozen during the battle. When inflicted upon enemies, they will die and disappear from battle. This status can be inflicted by a status attack from Medusa Arrows, from the Break spell, or caused by Gradual Petrify's timer or a last attack on the final stage of Gradual Petrify. A character's HP is effectively unchanged for the duration of this status.

The Petrify status has the following properties. Physical attacks on a target that has Petrify are automatically re-targeted, and magical attacks on such a target are not re-targeted unless it was on a single target. Having this status counts as dead for determining a game over. This status will effectively remove all other statuses except for Toad, Mini, Pig, Blind, Silence, and Float.

Mini is a permanent status, and it can be removed by using Esuna, Mallet, and the Mini spell. Enemies inflicted by this status will change their graphics into a miniature humanoid graphic that resembles the Tiny Mages. This status can be inflicted by a status attack (Dummied Out), the Mini spell, and the Bad Breath attack.

Pig is a permanent status, and it can be removed by using Esuna, Diet Ration, and the Pig spell. Enemies inflicted by this status will change their graphics into a pig graphic. This status can be inflicted by a status attack such as the Hog Call, the Pig spell, and the Dark Elf's Whisper attack.

While under this status, the Pig status disables the following commands: Summon, Darkness, Recall, Aim, Focus, Kick, Brace, Twincast, Bluff, Cry, Analyze, and Regen. It also disables all magic including monster magic other than the Black Magic spell Pig. It will allow the last command for a character to be executed.

Pig has little or no negative effect on most characters who aren't mages. This status prevents many lower-priority status ailments, including several that are much more problematic and annoying, making this status arguably a positive status for some characters. Also, any character(s) afflicted by Pig can cast Esuna outside of battle.

Target's inflicted by Blind, their Accuracy, Evasion, and spell accuracy will be reduced by 1/2 except for abilities classified as monster magic. Enemies are not prevented from using their special attacks under this status. This status is still present whether or not the character is KO or Petrify.

The Poison status is timed. A high Stamina stat or a high max HP (monsters only) will reduce the duration of this status. Haste accelerates the effect, while Slow delays it. When the timer has elapsed, damage from Poison is dealt to the afflicted target. The timer can be reset by recasting the spell Poison spell. Poison ignores priority and can be set even if higher-priority status effects, except KO or Petrify, are already present.

Target's inflicted by Poison will lose 1/8 of their HP during battle when the timer for this status has elapsed with minimum damage dealt is 1. The target cannot die outside of battle due to Poison has the character will be stuck at 1 HP. Every step taken will also make the screen blurs for a few seconds, similar to using a mosaic effect. Casting Teleport while someone is under this status will at most lose 42 HP, but this is only applicable in the SNES version.

Curse is a temporary status that wears off after battle, and it can be removed by using Esuna, and Cross. This status can occur via a status attack from the Ancient Sword and the Curse enemy ability used by various enemies.

Target's inflicted by Curse, the target's attack power and defense will be reduced by 1/2.

Float is a temporary status that automatically wears off upon changing areas, or after a battle on the world map. In a dungeon or town, it is automatically removed when entering or exiting a building or stairs. It can be removed by the Black Hole enemy ability. This status can be granted by the Float spell.

This status disables the Kick command and prevents Damage floors from harming the characters. This status also negates the Quake spell, including the enemy variation, from harming. It also visually masks the Critical status in the SNES version, although it can be seen when there are no attack or spell casting animations being used after giving the character a command.

Float ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Curse is a temporary status that wears off after battle, and it can be removed by using Esuna, and Unicorn Horn. This status can be inflicted by a status attack from the Whip and the Hold spell.

The Paralyze status is timed. A high Spirit stat or a high Magic stat (monsters only) will reduce the duration of this status. Haste accelerates the recovery, while Slow delays it. When the timer ends, the target will be release from it. This status's timer can be reset, but only from the Mindflayer summon.

This status should not be confused with the Magnetize status that the Lodestone Cavern inflicts on characters that wears metallic equipment.

The Sleep status is timed. A high Spirit stat or a high Magic stat (monsters only) will reduce the duration of this status. Haste accelerates the recovery, while Slow delays it. When the timer ends, the target will be release from it.

Characters under this status will attack randomly or attempt to use a White Magic or Black Magic spell, targeting allies instead of enemies and vice versa. If the command was issued while under this status, and the status is removed before the command is executed, the character will continue to execute the command. All magic spells issued under this status will completely ignore normal casting time, were Meteor can be cast instant.

Monsters will follow a special "confused" AI script that usually, but not always, involves attacking the monsters. If an attack command was issued while under this status, and this status is removed before the command is executed, the monster will continue to execute the command.

A target under this status will be uncontrollable, and will always issue an attack when the ATB bar is filled. Upon being inflicted by the status, the ATB bar will be reset. The attack power of the target increases by 50%.

The Gradual Petrify (2/3) status is timed. A high Stamina stat or high max HP (monsters only) delays the timer's progression. Slow delays the timer, while Haste accelerates it. Once the timer has elapsed, the Petrify status is set, or after any attack that successfully inflicts Gradual Petrify (1/3). The timer cannot be reset as it automatically advances to the Petrify status immediately.

Gradual Petrify (2/3) ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

The Gradual Petrify (1/3) status is timed. A high Stamina stat or high max HP (monsters only) delays the timer's progression. Slow delays the timer, while Haste accelerates it. Once the timer has elapsed, the Gradual Petrify (2/3) status is set, or after any attack that successfully inflicts Gradual Petrify (1/3). The timer cannot be reset as it automatically advances to the Gradual Petrify (2/3) status immediately.

Gradual Petrify (1/3) ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Magnetize can be a permanent or temporary status depending on the player's choice, and the status cannot be removed during battle. This status can occur when a character has a metallic piece of equipment equipped when going through the Lodestone Cavern before the Dark Elf is defeated.

During battle, the player can inflict themselves with this status by equipping a metallic equipment and execute a command. Having this status counts as dead for determining a game over, but it doesn't have the same properties as KO and Petrify. Characters under this status have their ATB bar frozen, and can be targeted by physical and magical attacks.

Stop is a temporary status that wears off after battle, and it can be removed by using Dispel, but only while under Doom. This can be inflicted by the Stop spell or any of the Hourglass item. The Hourglass item have longer durations compare to the spell Stop.

The Stop status is timed, Slow causes the timer to be delayed, while Haste accelerates it. Once the timer has elapsed, the character is released. This status's timer can be altered by the Stop spell or by the different Hourglass items. The timer is set to the value of the spell or item.

Stop ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

This status is relatively buggy in the SNES version, when used in conjunction with Gradual Petrify, Sleep, Paralyze, and Sap on the same party member.

Egg is a temporary monster specific status that wears off when the monster receives damage. Monsters inflicted by this status will have their graphics look like an egg. Some monster formations start with this status, which is defined by their group data. The Egg status is set when battle begins and ignores priority.

While under this status, the monster will not run any of its battle script until they hatch. Monsters with this status do nothing until attacked, the monster in the egg will use Hatch to remove the Egg status and run its normal battle script. Monsters that have been berserked while under this status will attack the player, and they will also never hatch themselves.

Defend is a temporary status that wears off when the character's next turn comes up. When the player choose the command to defend, this status is used. The status is also applied after using Brace. While under this status, the defense of the character increases by a factor of 2.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Charging is a temporary status that wears off when the command is actually executed. The Charging status is timed, and having high Agility reduces the duration of this timer. A powered up attack is the result of the timer ending normally. It's impossible to reset this status.

When the player chooses the command Focus and Deadly, this status is used. While under this status, the Magic Evasion of the character drops to 0. The status ends when the character makes the powered up attack.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Twincast is a temporary status that wears off when the spell to be cast is determined. The Twincast status is timed, and having high Agility reduces the duration of this timer. The characters involved in this status are casting simultaneously. A dual cast of the spell is the result of the timer ending.

It is impossible to reset this status. This status is set when the Twincast command is invoked. Regardless of the success or failure of this spell, the status automatically ends. This status can be removed when Stop, Silence, Petrify, KO, Sleep, Paralyze, or Berserk is inflicted on any character involved with the Twincast command.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Jump is a temporary status that wears off when the command is completed. The Jump status is timed, and having high Agility reduces the duration of this timer. The character jumps into the air and eventually lands on the monster. A powered up attack is the result of the timer ending normally.

This status is granted when the Jump command is executed. All physical attacks on this target are redirected. All single targeted magical attacks on this target are ignored or missed. All multi-target magical attacks subtract targets with this status in the magic damage algorithm. Any status effect that has a timer is temporarily stopped. Once the character lands on the target, the status is removed. Any status effect that has a timer continues to run afterwards.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Doom is a temporary status that wears off once the timer elapses, it inflicts KO status when the timer runs out. The status wears off after battle. This status can be inflicted by the enemy ability Doom.

The Doom status is timed, but Haste and Slow has absolutely no effect on Doom. Except as they allow the player to take more or fewer actions before the countdown expires. This timer can be paused by Stop, and the timer can be reset by Doom. The Agility stat has no effect on the timer.

Doom ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Up to two enemies can be inflicted with this status by design as this spell is reflectable. In the SNES version, a character has to take a turn before the KO status is inflicted on an enemy.

Hide is a temporary status that wears off when the command Return is chosen. When executing the Hide command, the status is granted. All other timers are stopped for the duration of this status. All physical attacks targeting this character are re-targeted, and all single targeted magic will automatically fail on the character. All multi-targeted magic will subtract this target from the split damage factor. This status ends when the Return command is executed.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Sap is a temporary status that wears off after battle, and it can be removed by using Dispel. This status can be inflicted by the Bio spell, the Big Bang attack, and the Holy spell on a enemy weak to Holy. A target inflicted by Sap will rapidly lose 2 HP at a time until the effect wears off. Target can die from Sap.

The Sap status is timed. Haste reduces the duration of this status, while Slow prolongs it. When the timer has elapsed, this status is removed. The status's timer can be altered by the Bio spell. The timer is set to 60 by design and loses as many HP as there are ATB "ticks".

Sap ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Reflect is a temporary status that wears off after battle, and it can be removed by Black Hole enemy ability. This status can be granted by the Reflect spell, the Light Curtain, and the Lunar Curtain. A target under this status will reflects all reflectable magic to the opposing side.

The Reflect status is timed. Haste causes it to wear off more quickly, while Slow prolongs it. Stop can also stopped the status's timer. When the timer ends, this status is removed. This status can be reset by another Reflect spell.

Monsters don't use elemental magic counter scripts with reflected spells such as a reflected Holy on a Behemoth will invoke a physical attack instead of Maelstrom. Also, Reflect ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Barrier is a temporary status that wears off after battle, and it can be removed by Dispel and Black Hole enemy ability. This status can be granted by the Light Curtain and Lunar Curtain. A target under this status will make all physical attacks automatically miss when targeted.

This status shared some properties with Blink. Barrier also ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Blink (2) is a temporary status that wears off after battle, and it can be removed by Dispel and Black Hole enemy ability. This status can be granted by the Blink, the Ninjutsu's Mirage, and the Decoy item.

Two flickering images appear behind the character with this status. A target under this status will avoid the next physical attack when targeted, then becomes Blink (1) is set. If the Barrier status was set previously, the Blink (2) status does not change.

Blink (2) ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Blink (1) is a temporary status that wears off after battle, and it can be removed by Dispel and Black Hole enemy ability. This status can be granted by the Mist Dragon when Rydia is equipped with the Mist Ring and after losing one "image" from Blink (2). A target under this status will make all physical attacks automatically miss when targeted.

One flickering image appear behind the character with this status. A target under this status will avoid the next physical attack when targeted, then the status will be removed. If the Barrier status was set previously, the Blink (1) status does not change.

Blink (1) ignores priority and can be set even if higher-priority status effects, except KO or Petrify are already present.

Cover is a temporary status that is removed when the Cease Cover command is chosen. This status can be granted when the Cover command is executed, and this status is set on the targeted character. The character with the Cover command will takes all physical damage from "covered" target. If the target is a monster or the character with the Cover command, this status does nothing.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.

Critical is a temporary status. This status is automatically set when the current HP of the character is less than 1/4 their max HP, and this status is automatically removed when the current HP of the character is greater than 1/4 their max HP.

Cover and Critical status share the same properties. The character with the Cover command automatically defends all physical attacks for the character with this status. Defend status on the character with Cover prevents this status from having any impact. If the character with the Cover command is unavailable (KO, Petrify, Stop, Paralyze, or Sleep), that character cannot cover targets.

The player won't see a status description while the status is inflicted on the character when they are selecting a Cure or Esuna spell or healing items.

Regen is a temporary status, and this status is granted by the Regen command is chosen. It places the Regen status on the entire party, and all characters will be healed by 10 HP at the same time at set intervals.

The Regen status is timed. The number of intervals of healing decreases with greater Agility. When the timer ends, the status is removed. The timer can be reset when the Regen command is executed again, but it's only officially doable in the Advance version.

The player won't see a status description while the status is granted on the character when they are selecting a Cure or Esuna spell or healing items.